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I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server.
I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned.
Where can I get a list of my attachments?
Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list.
How can I tell an attachment is orphaned?
If the PM has been deleted, you'll see a message like this in your attachment list:
Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations.
Thanks!

(WIP) The Imperial Shipyards

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The Imperial Shipyards is a mid-large scale project for The Elder Scrolls IV: Oblivion. This mod aims to address several shortcomings in the vanilla Oblivion experience related to ships. First and foremost the lack of ships and pretty much everything associated with them.

My first time touring Cyrodiil was a bittersweet experience. While the scenery was...and still is beautiful, there was so much missing. Particularly in the waterfront areas. In a land with four major port cities built on the water, only two have waterfront docks with a total of four functional ships in the entire game. Nothing that resembles shipping commerce, no naval defense system, and a Coast Guard station that is merely a shack in the weeds. Said shack having no real dock, no boats, and no members to man boats if there were any to be manned. Fortunately all of that can be fixed.

The primary goals for this project are:

1. Adding more waterfront docks in places that allow for expansion. Adding new ships to the ports and crews to populate them.

2. Creating a trade route schedule for at least some of the ships so that they move from port to port. Thereby simulating a system of commerce.

5. Adding working shipyard dry docks to the port areas where one can see ships in various stages of construction.

Current Project Status

==========================

Currently in early alpha stages. However, a LOT of work has already been done. I have spent a good deal of time assembling resources for the project (both community and custom made resources), honing my modding skills, and planning/designing various elements.

Just as each of the cities in the game have their own unique architecture, one would expect to find a variety of ships. To that end I have given each of the five named vanilla ships a unique look inside and out. This can already be seen in my "Improved Waterfront Ships" mod, which was actually developed as the precursor to this project. In addition there are now eleven more re-textured variants of the vanilla ship. Mr. Siikas ship models have been included as well. There are four re-textured cog ship variants, three variants of the small cog, six variants of the small fisher boat, two new variants for the Elven Galleon, two variants for the corvette model, and last but not least the mighty Imperial War Galley.

I have also acquired a few less well known models from older mods whose authors gave me permission to use their works. So there are also Norse and Greek style models that have not been widely used. I have re-textured vanilla boardwalk and dock pieces using regional vanilla textures so as to give port areas their own distinct look. Many free to use community resources have been given this treatment also. Such as cranes, and various bits of clutter. In short ...I have the bulk of what will be needed to do the work.

There is already a working plugin created. So far landscaping has been roughed out, and architecture placed for Imperial City Waterfront and most of Leyawiin. Anvil has been started while Bravil is still only detailed notes. Some interiors have been done strictly for testing purposes at this point. No NPCs just yet.

Compatibility

===============

While compatibility is always a concern with any modding endeavor, in this case it is also kind of a moot point. Anything designed around the waterfront areas at this point in the games existence will have numerous mod conflicts. I am taking great pains to minimize conflicts. This is intended to be a standalone mod. However, I am a realist and want it to also be relatively easy to patch and integrate with mods such as Better Cities and Open Cities Reborn. So as things progress I am constantly doing comparison checks against those mods.

One of the reasons why work on Bravil hasn't been started yet is that trying to design the Bravil docks in such a way that they can easily be integrated with docks from those mods has been challenging. In addition to a preliminary working plugin, there are already alpha stage compatibility patches developed. So as you can see I am taking this concern very seriously.

Next Steps

==============

This project has been sitting in the closet for quite a long time now. It became apparent to me during the early days of development that I just didn't have the skills I needed at that time. So first things first...I have to dust off and re-assemble all the various bits and pieces that are strewn about my pc and external storage devices. Need to get everything organized back into a structure that can be worked with. Over the course of the next few days I will begin uploading resources. Then upload some screen shots so everyone can get a better idea of what I'm playing at here. Create a few more project threads, etc. In the meanwhile I am open to comments, ideas, suggestions....what have you. Feel free to chime in.

Interested in Lending a Hand?

==================================

I may have mentioned this is something of a large project. Some of you may already be familiar with my comings and goings. During the "learning to mod" process I have gotten myself wrapped up in a few other projects which I refuse to give up on now. So my time is a little stretched thin. However, this was one of my first serious modding endeavors..so it is special. And I would like to see it realized while I'm young enough to still enjoy it. So I have come to the realization that a few helping hands would be very welcome. If anyone out there feels moved by what I've sketched out here, and would like to team up, or even just pitch in on an irregular basis, please drop me a line. I would be happy to have you along for the ride.

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Sounds interesting and I'm sure that both Arthmoor and Vorians would be interested in this project. Since you asked for suggestions I have a couple I would like to share.

There is already a working plugin created. So far landscaping has been roughed out, and architecture placed for Imperial City Waterfront and most of Leyawiin. Anvil has been started while Bravil is still only detailed notes.

I think this could conflict with Antiscamp's Eastbrink which has a dock with a ship or two, but if you think there isn't a conflict then it would be awesome if you somehow could interact Eastbrink in this project.

Also have a look at the Camp Simplicity mod by Ntom, which I briefly play tested almost 5 years ago. However I dunno if he is still around in the Oblivion modding community or not, because about 2-3 years later I found out that he got banned on Nexus and someone had re-uploaded the Camp Simplicity mod.

The original location for the Camp Simplicity mod was this location and I knew it would conflict with KotN as soon I saw a picture showing the map location, so I reported my findings and Ntom change the location to on an island south of Anvil.

There is also another mod quite old from 2006 called Bjornheim and that's an island south east of Anvil and just north west of the Camp Simplicity island in between.

I became aware of that mod in a thread in the Oblivion Mods forum on BSF, but I'm not sure if it hasn't been pruned.

I'm looking forward to see some pictures. Good luck!

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Thanks for the feedback Leo. I kind of knew there would be a ton of possible mod conflicts. I'll be looking into Camp Simplicity and Bjornheim, if for no other reason than to see how I can steer clear. Eastbrink isn't really a concern from a conflict standpoint. It's on the opposite side of the river from Bravil. I have editing access for all four of Antiscamps villages so building in support for that and some other mods may be a possibility.

It's one of the things I want to get technical feedback from Arthmoor about. Some of his villages have quests that interact with one another and I'm keen to find out how that works. And how to set up making the ships move on a schedule which he did with Vergayun. So hopefully both he and Vorians find this interesting.

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Do you still need more resources? If so, I can look through my sources and see what I find.

Sure I'm open to anything that will relate to this theme. Particularly anything that will lend itself to simulating the ship building part of it. And if anyone out there is good with collision meshes...I'm not just yet...I have some edited models that could use new...good... collision meshes.

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Thanks for the feedback Leo. I kind of knew there would be a ton of possible mod conflicts. I'll be looking into Camp Simplicity and Bjornheim, if for no other reason than to see how I can steer clear. Eastbrink isn't really a concern from a conflict standpoint. It's on the opposite side of the river from Bravil. I have editing access for all four of Antiscamps villages so building in support for that and some other mods may be a possibility.

It's one of the things I want to get technical feedback from Arthmoor about. Some of his villages have quests that interact with one another and I'm keen to find out how that works. And how to set up making the ships move on a schedule which he did with Vergayun. So hopefully both he and Vorians find this interesting.

May I suggest that you install Camp Simplicity first and look around how it looks like in-game and I mention this, because the last thing Ntom said to me was to... "do whatever you want to do with the mod" ...and I got impression that he had more or less abandoned the mod. I also know that the Bjornheim was an unfinished mod and it required a lot of work before a playable beta could be released.

If you need the Camp Simplicity mod the let me know and I still have it somewhere around on my HDD.

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Thanks for the feedback Leo. I kind of knew there would be a ton of possible mod conflicts. I'll be looking into Camp Simplicity and Bjornheim, if for no other reason than to see how I can steer clear. Eastbrink isn't really a concern from a conflict standpoint. It's on the opposite side of the river from Bravil. I have editing access for all four of Antiscamps villages so building in support for that and some other mods may be a possibility.

It's one of the things I want to get technical feedback from Arthmoor about. Some of his villages have quests that interact with one another and I'm keen to find out how that works. And how to set up making the ships move on a schedule which he did with Vergayun. So hopefully both he and Vorians find this interesting.

May I suggest that you install Camp Simplicity first and look around how it looks like in-game and I mention this, because the last thing Ntom said to me was to... "do whatever you want to do with the mod" ...and I got impression that he had more or less abandoned the mod. I also know that the Bjornheim was an unfinished mod and it required a lot of work before a playable beta could be released.

If you need the Camp Simplicity mod the let me know and I still have it somewhere around on my HDD.

Ahhhh...I see. So Camp simplicity is something that could be built into the project possibly?? Or portions of it used in some fashion at least. The link you provided works and downloaded for me. I'll check it out later today. It looks like Bjornheim is set in it's own world space, although there is a portal ship at Anvil docks. The version that is posted seems to be playable so I'll check it out as well.

Why I mention this is quite simple, because you mention in the OP about expanding vanilla coast guard with their own naval base and what location has a strategic position than the island where the Camp Simplicity is located.

Of course you might want to expand the island a little perhaps into the same size as Stirk.

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Thanks DS. I like number 6...the small sailboat resource. Can't believe I never found that before. The rest I already have...and funny...two of them are my resources hehe. Still I do appreciate you taking the time to scour files for me. You've turned up some little gems.

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They are but I have probably most of what's available out there. I'm something of a resource hoarder myself. Trying to find things that can be made into boat houses so to speak. Most docks are open air, but I want some of the dry dock areas to be covered and still experimenting with what that might look like. Something similar to this http://i.imgur.com/aLzmOX3.jpg

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They are but I have probably most of what's available out there. I'm something of a resource hoarder myself. Trying to find things that can be made into boat houses so to speak. Most docks are open air, but I want some of the dry dock areas to be covered and still experimenting with what that might look like. Something similar to this http://i.imgur.com/aLzmOX3.jpg

Have you check the Simplicity Camp mod yet?

As I recall it the mod had a dock and some stall that was covered.

Also take a look at Emma's Fisherman's Cottage mod and I think she would grant you permission to use something from that cottage mod. She has lots of cottage mods though, so just take your pick.

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Also take a look at Emma's Fisherman's Cottage mod and I think she would grant you permission to use something from that cottage mod. She has lots of cottage mods though, so just take your pick.

I downloaded it and installed it. Haven't taken time to actually look at it just yet. Soon...very soon. I have a few of Emmas Mods. I'll look through those also and see if there is anything which suits the purpose.

Edited March 3, 2015 by mhahn123

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While compatibility is always a concern with any modding endeavor, in this case it is also kind of a moot point. Anything designed around the waterfront areas at this point in the games existence will have numerous mod conflicts. I am taking great pains to minimize conflicts. This is intended to be a standalone mod. However, I am a realist and want it to also be relatively easy to patch and integrate with mods such as Better Cities and Open Cities Reborn. So as things progress I am constantly doing comparison checks against those mods.

Yeah... about that. You're going to hate me. You've seen what Anvil will look like for Better Cities' next release, but I haven't shown you Bravil yet, or Leyawiin. Your attempts to maximise compatibilty with these two Better Cities based on the existing release is probably a waste of your time. I'll PM you a link to the current WIP files.